Testing Beta 0.87b (SDK 1.20) **updated 04.10**

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

Moderators: ChrisHekman, aoktar

User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

kirbyzz wrote:older versions were more stabel with c4d-own options. it´s only a idea but could it be that the geeometry update function
causes all that...it was one of the last points you added i think so.. i know it´s a realy nice feature..i prefer always not to use it and refresh geometrie manually...works for me much more stabel and it works for me in most cases good. i tried but had sometimes wired results..

i think probably that update-function always listen and interfere so the cinema 4d own functions.
for materials it´s the same..if octane materials are refreshing my shortcurs only work after clicking them 3x/6x - then cinema reacts. ..i can not copy and paste coordinates into the coordinate-manager while all materials are loaded/refreshed after opening a scene - they were always reset.. after all oct-materials have loaded/refreshed it works normally.

Probably i´m completley wrong, it´s only an idea..
I´m only thinking about it why it was more stable before than in the newer versions with that new functions and one
of the biggest new points were the realtime update-functions..probably they cause some of the errors. Has anyone watched something like that?
there is some correct words about that. I'm improving update functions and this version will be most stabile and final version.
But it's really hard to handle some live progress on c4d. And you are right geometry update function is the most hard and sensitive part of plugin.
Also plugin completely listening every messaging on c4d. You can disable some or all sniffing from LV->enable menu. I'm trying to fix possible and reported problems.

I have not this cannot press shortcut problems, and plugin store mat previews and no need to generate when you load new scene. But opengl texture generation can take some times.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
immortalartscom
Licensed Customer
Posts: 350
Joined: Thu Jan 24, 2013 3:14 pm
Contact:

aoktar,

on one hand you say the betateam i gone, on the other hand i get no replys in betaforum... :)
there is a reason why professionals were selcted to test it in extrem conditions. i have the same thought as asyme. for big projects i will use other engines again now if these errors stay. the doubleframes came in last bigger animation with 1500 frames where every frame renders 3 minutes. so i cant really rerender that scene for testing everytime. that would cost me a fortune with 4 titans. there must be a really simple reason for rendering frames TWICE! maybe its the multi titan systems? asyme and me have both 4x titans. from otoy you should get 4xtitans too?! or get a remote pc to test with?

here i recognized something. render gets stuck when you overclock the GFX cards.
ASYME? do you overclock your cards?
also it gets stuck sometimes when i scroll between frames in pictureviewer to see rendered frames!
otherwise THAT is ok here with 4 titans.

doubleframes came with complex scenes. maybe because i have checked "full scene update" AND "update geometry" maybe there is a double negation or double affirmation which sometimes makes trouble? i cant even say ig the doubleframes are 1:1 the same or if its just the camera or so...
or is it possible that there is tooo much animation, geo or material that any buffer or something gets an overflow?
or are your defaultsettings to low for something in you code?
or should i stop typing and go on with my work now? ;)

other thing is the DOF. how the hell do i animate that with a NULL-focusgoal? the DOF does not get updated in LV and in animation. i had to do it with "distance" node in xpresso myself. calc the distance between camera and NULL and set that to the focal depth because there is another updatebug if you use a focusobject in c4d camera and connect the focaldepth of c4d camera with focaldepth of octane camera. it gets updated in topview but not in perspective or animation. all weird. is that the reason why octane focal length is not connected to the focal length of c4d camera in plugin? i think in alpha phase (my tutorial) it worked.


EDIT: KIRBYZZ gooooooood point! please check that! THX MAN!
immortal-arts | filmproduction | soundstudio
http://www.immortal-arts.com
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

immortalartscom wrote:aoktar,

on one hand you say the betateam i gone, on the other hand i get no replys in betaforum... :)
there is a reason why professionals were selcted to test it in extrem conditions. i have the same thought as asyme. for big projects i will use other engines again now if these errors stay. the doubleframes came in last bigger animation with 1500 frames where every frame renders 3 minutes. so i cant really rerender that scene for testing everytime. that would cost me a fortune with 4 titans. there must be a really simple reason for rendering frames TWICE! maybe its the multi titan systems? asyme and me have both 4x titans. from otoy you should get 4xtitans too?! or get a remote pc to test with?

here i recognized something. render gets stuck when you overclock the GFX cards.
I think you're right about this.. i'm suspecting for double frame or skipping or whatever. I'm checking now a user project and i see this is very complex project with million polygons and very high texture amount. Lot of tree,cars,buildings...
And render engine is giving a render failure when starting. This causes to hangup. Very big scenes causes internal errors on render engine because of gpu limitations and renders is hanged up.
If you enable Log output, you can see render progress on "Console Window". I'll be right if we get see any "*** Render Failure ****" message.

In last version, cameratag focus point is linked to camera target
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
immortalartscom
Licensed Customer
Posts: 350
Joined: Thu Jan 24, 2013 3:14 pm
Contact:

thx, yes this could be the right direction. so do you think thats an error you can fix or is THIS a sign of limitation where we cant workarround? because the ramusage of the GFX card with my bic scene is 1,5GB of 6GB... thats not really a sign of limitation.

the geo update function seems also a little suspect.

regarding focals depth. thx. will test it when there is time.
immortal-arts | filmproduction | soundstudio
http://www.immortal-arts.com
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

immortalartscom wrote:thx, yes this could be the right direction. so do you think thats an error you can fix or is THIS a sign of limitation where we cant workarround? because the ramusage of the GFX card with my bic scene is 1,5GB of 6GB... thats not really a sign of limitation.

the geo update function seems also a little suspect.

regarding focals depth. thx. will test it when there is time.
Firstly users must tweak for fitting to limitations. I think first wall is texture count limitation, second is memory. But i see texture counts is filling much early than other. anyway I'll do some work for that. if we hit the limits, renderer will give error message and user can notice about situation.

Instancing part of geo update function need some adjustment.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
immortalartscom
Licensed Customer
Posts: 350
Joined: Thu Jan 24, 2013 3:14 pm
Contact:

yes, sure we have to reach these limits. we are on the way there. cool thing would be if octane would tell us "hey, there are too much textures, doubleframes could occur" ;) even if this case is senseless... just an example. and if the console says rendererror i dont know what it is...
immortal-arts | filmproduction | soundstudio
http://www.immortal-arts.com
User avatar
NVN
Licensed Customer
Posts: 504
Joined: Tue Jun 08, 2010 8:10 pm

I had double Frames 2 Month ago.
I aktivated my loctane log, than i deaktivated it......and it worked.
No Double Frames.
Maybe...it woks by you also?

I think its a Bug, not a Limitation??
User avatar
immortalartscom
Licensed Customer
Posts: 350
Joined: Thu Jan 24, 2013 3:14 pm
Contact:

ok, i will try that next time. THX!
immortal-arts | filmproduction | soundstudio
http://www.immortal-arts.com
User avatar
aoktar
Octane Plugin Developer
Posts: 16066
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

immortalartscom wrote:yes, sure we have to reach these limits. we are on the way there. cool thing would be if octane would tell us "hey, there are too much textures, doubleframes could occur" ;) even if this case is senseless... just an example. and if the console says rendererror i dont know what it is...
I want to do some explanation about this double frames. Octane rendering and c4d render procedures are working seperate threads. Plugin trying to detect the starting of a new frame. It wait until the frame finished, if detect render was started. If cannot detect start then gets finish message and use previous render buffer. So this is a synchronization problem as you see. But hangups seems little different. So i need some more info, like below:

Please check this two windows when you have any problems. But Log Output must be activated
logwindow2.jpg
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
ASyme1
Licensed Customer
Posts: 335
Joined: Mon Jun 21, 2010 2:33 pm

immortalartscom wrote:aoktar,

on one hand you say the betateam i gone, on the other hand i get no replys in betaforum... :)
there is a reason why professionals were selcted to test it in extrem conditions. i have the same thought as asyme. for big projects i will use other engines again now if these errors stay. the doubleframes came in last bigger animation with 1500 frames where every frame renders 3 minutes. so i cant really rerender that scene for testing everytime. that would cost me a fortune with 4 titans. there must be a really simple reason for rendering frames TWICE! maybe its the multi titan systems? asyme and me have both 4x titans. from otoy you should get 4xtitans too?! or get a remote pc to test with?

here i recognized something. render gets stuck when you overclock the GFX cards.
ASYME? do you overclock your cards?
also it gets stuck sometimes when i scroll between frames in pictureviewer to see rendered frames!
otherwise THAT is ok here with 4 titans.

doubleframes came with complex scenes. maybe because i have checked "full scene update" AND "update geometry" maybe there is a double negation or double affirmation which sometimes makes trouble? i cant even say ig the doubleframes are 1:1 the same or if its just the camera or so...
or is it possible that there is tooo much animation, geo or material that any buffer or something gets an overflow?
or are your defaultsettings to low for something in you code?
or should i stop typing and go on with my work now? ;)

other thing is the DOF. how the hell do i animate that with a NULL-focusgoal? the DOF does not get updated in LV and in animation. i had to do it with "distance" node in xpresso myself. calc the distance between camera and NULL and set that to the focal depth because there is another updatebug if you use a focusobject in c4d camera and connect the focaldepth of c4d camera with focaldepth of octane camera. it gets updated in topview but not in perspective or animation. all weird. is that the reason why octane focal length is not connected to the focal length of c4d camera in plugin? i think in alpha phase (my tutorial) it worked.


EDIT: KIRBYZZ gooooooood point! please check that! THX MAN!
I don't overclock my cards. Sounds like trouble. I am starting to think a lot of these problems are related to our quad Titan set ups. I have four of these rigs in the shop and they all seem to have the same problems. I really can't test between the quad Titans and the quad 680's with the current project because I need the RAM of the Titans to render this job. It's too big for the 680's.

I will keep testing though. I can test some more today.

Thanks
Alec
Alec Syme
http://www.fuseanimation.com

-Gigabyte X79-UP4 - Intel i7 3930 3.4 - Windows 8.1 Pro 64bit - EVGA TITAN X7 - 32 Gigs Corsair 1600 4 channel RAM -
Post Reply

Return to “Maxon Cinema 4D”